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Monday, May 30, 2016

While the Fighter Archetype gains Edges
common to their background, the Magic-User Archetype must always have the
Arcane Background (Magic) and Power Points edges, so that their character
flavor will be developed by the spells that they choose.

Since trappings seem
to be a hard notion for some old school style gamers to grasp, I’ll be
rewriting the spell descriptions from the Open Game License (OGL) and applying the
appropriate Savage World Powers. The spell trappings will then become part of
the Wildcard PC background by choosing from a prescribed list similar to Edges
in the Fighter Archetype Quickdraw Wildcard character creation.

Vancian magic was at
the core of the original dungeon crawling RPG, but I am more concerned with
reproducing the effect of the spell rather than converting the original
mechanics-- this is still a Savage Worlds setting and I do not want to recreate
the “fire and forget” style of magic on the whole. There may be certain spells
or circumstances that I may include Vancian style as an option or setting rule.

We’ll start with the
first and second level Magic-User Spells for the Basic Rules:

First Level Magic-User Spells

Charm Person

Detect Magic

Floating Disc

Hold Portal

Light

Magic Missile

Magic Mouth

Protection from
Evil

Read Languages

Shield

Sleep

Ventriloquism

Second Level Magic-User Spells

Continual Light

Detect Evil

Detect Invisible

ESP

Invisibility

Knock

Levitate

Locate Object

Mirror Image

Phantasmal Force

Web

Wizard Lock

An example might look
like this favorite first level spell, Magic Missile:

Magic Missile:

Rank:
Novice

PowerPoints: 1 per missile

Range:
12/24/48

Duration:
Instant

This spell causes a
missile charged with magical energy to dart forth from the caster's hand and
strike its target unerringly, as long as the target is at least partially
visible to the caster, causing 2d6 damage per magic missile. If multiple missiles are cast they can target
a single creature or several creatures. A single missile can strike only one
creature.

At 7 and 14 XP a
magic user can cast an additional Magic Missile-- up to 3 per turn.

Trappings (Choose one):

1.You learned to cast this spell by
careful study with the village fortune teller. Through careful use and
manipulation of a special deck of cards you learned that you could send them
slicing through the air like razors, hitting their mark every time.

2.The crazy old hermit on the edge of
town who was once the king's Mage has taught you supernatural secrets. By
marking a small stone with the correct rune, it becomes magically charged and
strikes your target as a bullet of pure energy.

3.The old wizard showed you the arcane
secrets of the universe. By opening your mind and body to the flow of energies
around you, you create a glowing blue arrow made of pure energy that sings
through the air unerringly hitting your target.

4.While being pushed around by the
village bullies one day you suddenly uttered words in a language unknown to you
and while pointing your finger, conjured a bright stream of light energy that
instantly struck one of them. You have since been able to remember the
incantation and can cast magic missile at will.

5.While exploring in the ancestral barrow
mounds you found an antique book of strange notes and drawings. Most of the
book seems incomprehensible, but as you spent months studying it you were able
to decipher some of the writings and symbols. By carving an arcane symbol into
the air and singing the correct notes, you cause space itself to ripple from
your finger and instantly strike any visible creature.

6.Magic has always been in your family.
Your mother has it, your father has it, and you have been taught from birth how
to harness the power inside of you and bend it to your will. By pointing your
finger at a creature and forcefully speaking a single word, you release a green
bolt of arcane energy at your target.

This approach will
certainly take the most time when recreating the Basic spells for Savage
Dungeons, but I think the results will be worth it.

Friday, May 27, 2016

Deep beneath Bran Keep lies a maze of canals built around pre-existing subterranean canals, eventually leading to a network of caverns and then to the great inland sea. ﻿

The cavern water tiles I was originally working on for this week need some additional work and I have something special in mind for how I plan to present them. In the meantime. I wanted to be sure to get a map out today anyway. I'm in a subterranean waterways state of mind today, but didn't want to do sewers.